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Post by TheGlyphstone on Apr 6, 2004 6:10:16 GMT -5
Here we go, here we go, here we go....
CODEX: ATLANTEANS
First, special rules: Swimming: All Atlantan units can move through water with no penalty. When in water, Atlantan units may choose to swim instead of shooting. Roll a D6, this is the distance in inches the squad may move. A Stalker squad may not choose to combine this with Fleet of Fin.
Breathing Suits: Atlantans are water-dwelling creatures, and must wear a specialized form of armored wet suit when above water. If it is ruptured, they are in danger of suffocating. To represent this, Atlantans have a very low Toughness. Instant Death is calculated not by the base Toughness, but by the number shown in the brackets/parentheses. This overrides the standard rules for multiple Toughness stats.
Emerge From the Deep: Atlantans are totally at home in the water, and will easily use this advantage to ambush their enemies. At the beginning of a game, and Atlantan unit not forced to set up may be kept in Reserve, if the scenario allows it. When they become available, they must be deployed anywhere on the table within a water terrain feature. If they cannot fit entirely within the terrain feature, place the rest of the squad as close to the terrain feature as possible. They may not be deployed within 1" of an enemy model. If it is not possible to deploy the entire squad by the above rules, any that cannot be deployed are considered casualties. Only one unit may be deployed into each water terrain feature or 12” section of river.
HQ
(0-1) Watermaster (Atlantan: Zour-zen) Watermasters are the heroes and generals of the Atlantan people. Governors of colonies or planets in peacetime, they will often take up the spear or gun in defense of their race.
--------Points/Model---WS----BS-----S--------T-------W------I--------A-------Ld------Sv Oceanmaster--50--------5-------4------4--------3[5]---- 3-------5--------3-------10-------3+ Seamaster-----30--------4-------4------4--------3[4]-----2-------5--------2-------10-------3+
School: 1 Watermaster
Weapons: Disruptor rifle.
Options: The Watermaster may select equipment from the Atlantan armory.
SPECIAL RULES:
Seniority: Your army must always contain either an Oceanmaster or a Seamaster. If the army is less than 1,000 points, a Seamaster must be taken as your army general. An Oceanmaster may only be taken if the army is worth 1,000 points or more. The presence or absence of a Wave-Seer does not affect this.
Independent Character: The Watermaster is an Independent Character, and follows all of the special rules listed in the Warhammer 40K rulebook.
Guide Squad: The Watermaster may be accompanied by a Guide Squad. See the Guide Squad entry for more details. Note that the Watermaster and Guide Squad count as a single HQ choice.
Swimming: All Atlantans can swim. See the Amphiblian armory for details.
Wave-Seer (Atlantan: Salinicorann) All Atlantans contribute to a pool of unconscious psychic power, reinforcing it with every thought they make. Some rare Atlantans can draw from this pool, granting them awesome psychic powers equal to those of any Librarian or Warlock.
--------------Points/Model--WS----BS------S-------T-------W-------I-------A-------Ld------Sv Wave-Seer----------35-------4-------4-------3-------3[4]-----2-------4-------1--------10------3+ Master Wave-Seer-45-------4-------4-------3-------3[4]-----3-------4-------1--------10------3+ School: 1 Wave-Seer or Master Wave-Seer.
Weapons: Disruptor pistol and close combat weapon.
Options: The Wave-Seer may select equipment from the Atlantan armory.
Psychic Powers: A Wave-seer may have up to two powers from the Atlantan Psychic Powers list, one of which may be a Primal power. A Master Wave-Seer may select up to three powers, two of which may be Primal powers.
SPECIAL RULES: Independent Character: The Wave-Seer is an independent character, and follows all of the special rules listed in the Warhammer 40K rulebook.
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Guide Squad (Atlantan: Uthios) Those among the Atlantans with the skill to be promoted to Guides will either choose to lead a squad of their lesser-skilled brethren or become bodyguards for their Oceanmaster. Either choice carries honor, and those who become guards are often those unable to effectively issue orders in the heat of battle. ---------Points/Model--WS----BS------S-------T-------W-------I--------A------Ld------Sv Striker Guide--19-------2-------3-------3-------2[3]-----1-------3--------2--------9-------3+ Piranha Guide-20-------4-------2-------3-------2[3]-----1-------4--------2--------9-------3+ Octopus Guide-22------4-------2-------4-------3[4]-----1-------4--------2--------9-------3+ Barracuda Guide-22----2-------3/4-----3------2[3]-----1-------3--------2--------9-------3+
School: 5-10 Guides. You may mix Guides within the squad if you wish.
Weapons: Striker Guides and Barracuda Guides are armed with Disruptor rifles. Piranha Guides and Octopus Guides are armed with Disruptor pistols and razor batons.
Options: All Guides may select equipment from the Atlantan armory. Up to half the Barracuda Guides in the squad may exchange their reflector rifles for one weapon from the following list: warp cannon at +25 points, neutron blaster at +15 points, plasma cannon at +30 points, teslacannon at +20 points, gattling cannon at +20 points. The Guide Squad may include up to one mirror-gun platform at a cost of +40 points. Two Guides must be nominated as gunners for the platform, and must replace their standard weaponry with a disruptor pistol or close combat weapon (they need at least one hand to move, aim, and fire the gun).
SPECIAL RULES:
Steady Aim: Barracuda Guides benefit from the Steady Aim special rule. See the Barracuda School entry for details. This benefit does not extend to the other Guides in the squad.
Swimming: All Atlantans can swim. See the Atlantan armory for details.
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Post by TheGlyphstone on Apr 6, 2004 6:10:41 GMT -5
ELITE
Octopus School (Atlantan: Chors-Nae) Octopi are the most mysterious of the Atlantan sub-species. Their fearsome appearance, with numerous tentacles sprouting from their shoulders, combines with their deadly skill to make them optimal defenders of the Atlantan treasure-libraries. ---------Points/Model--WS----BS------S-------T-------W-------I------A-------Ld-----Sv Octopus--------12-------4-------2-------4-------3[4]-----1-------4-------1--------8------3+ Octopus Guide +10-----4-------2-------4-------3[4]-----1-------4-------2--------9------3+
School: 5-10 Octopi.
Weapons: Disruptor pistol and close combat weapon.
Character: For +5 points, one Octopus may be upgraded to an Octopus Guide. The Octopus Guide has access to the Atlantan armory.
Poseidon: The squad may be transported in a Poseidon (see the Poseidon entry at the end of the Troops section) for +65 points.
SPECIAL RULES:
Tentacles: Octopi have multiple tentacles extending from their shoulders and back that they use to ensnare their foes. Enemy models in base contact with an Octopus suffer -1 Initiative and never count as having two close combat weapons. This does not apply if the enemy has a basic Strength of 6 of higher.
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Black Widow ---------Points/Model--WS----BS-------S------Armor:-Front--Side---Rear---I-------A Black Widow 85--------4------3------5/10----------------11-----11------11----4-------2/3
Type: Walker
Crew: Atlantans.
Weapons: A hull-mounted teslacannon, a pair of large claws (counts as two Dreadnaught close combat weapons) and a tail-mounted heavy weapon chosen from the following list: warp cannon at +25 points, neutron blaster at +20 points, plasma cannon at +20 points, gattling cannon at +15 points.
Options: The Black Widow may take any of the vehicle upgrades listed in the Atlantan armory, except for those that specifically say otherwise.
SPECIAL RULES:
Many Legs: The sides of a Black Widow are covered with a multitude of smoothly moving legs, though only a portion of them are required to move its bulk. This redundancy allows the Black Widow to ignore the first Immobilized result it suffers in each game.
Amphibious: A Black Widow treats all water features as clear terrain.
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Post by TheGlyphstone on Apr 6, 2004 6:11:47 GMT -5
TROOPS
Striker School (Atlantan: Jouer-Nae) Strikers are the mainstay of an Atlantan force, the standard soldiers. They are recruited from the Cloudy Ocean on their homeworld, where the waters are filled with thick silt and visibility is minimal. They have developed excellent eyesight for this reason, which transfers directly into more efficient gunnery.
---------Points/Model--WS----BS------S-------T-------W------I--------A------Ld-----Sv Striker----------9---------2-------3-------3-------2[3]-----1------3--------1--------8------3+ Striker Guide +10-------2-------3-------3-------2[3]-----1------3--------2--------9------3+
School: 5-15 Strikers.
Weapons: Disruptor rifle.
Options: Up to one Striker in the squad may replace their Disruptor rifle with a heavy weapon from the following list: teslacannon at +15 points, plasma cannon at +25 points, neutron blaster at +10 points, warp cannon at +20 points, gattling cannon at +20 points. The squad may include up to one mirror-gun platform for a cost of +35 points. Two Strikers must be nominated as gunners for the platform. They must replace their Disruptor rifle with a Disruptor pistol or close combat weapon (they both need at least one hand to move, aim, and fire the gun).
Character: One of the Strikers may be upgraded to a Striker Guide at +5 points. The Guide has access to the Atlantan armory. The Guide may replace his Disruptor rifle with a Disruptor pistol and close combat weapon at no extra cost.
Poseidon: The squad may be transported in a Poseidon (see the Poseidon entry at the end of the Troops section) for +65 points.
SPECIAL RULES:
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Piranha School (Atlantan: Khaz-Nae) Piranhas are the assault troops of the Atlantans, their name given by Imperial troops because of their frenzied savagery in battle. They are recruited in the Crystal Ocean, where you can see for miles and predators roam freely. These viscous warriors carry pistols and a variety of cutting weapons, usually sharp sticks or clubs embedded with pieces of bone, metal, or coral, occasionally coated with toxins.
--------Points/Model--WS-----BS-----S-------T-------W------I-------A-------Ld-----Sv Piranha--------10---------4-------2-------3-------2[3]----1------4-------1--------8-------3+ Piranha Guide +10------4-------2-------3-------2[3]----1------4-------2--------9-------3+
School: 5-15 Piranhas.
Weapons: Disruptor pistol and razor baton.
Options: The squad may be equipped with stun grenades at +2 points per model or krak grenades at +3 points per model.
Character: One Piranha may be upgraded to a Piranha Guide at +5 points. The Guide is armed with a Disruptor pistol and close combat weapon and has access to the Atlantan armory.
Poseidon: The squad may be transported in a Poseidon (see the Poseidon entry at the end of the troops section) for +65 points.
SPECIAL RULES:
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Combat Squids (Atlantan: Boll-archin) One of the many species of wild sea creatures that the Atlantans domesticate and train to fight is their varied types of sea squids. They are both surgically and genetically enhanced, then let loose on the battlefield. To prevent them from running (squirming?) away during a fight, they are trained to respond to high-pitched signals emitted by remote controllers that are carried by the much smarter Atlantans.
----------Points/Model----WS---BS----S------T--------W------I--------A------Ld------Sv Ink Squid---------7--------3----3------3--------3---------1--------3-------1--------6-------5+* Spiny Squid------8--------3----0------3--------3---------1--------3-------2--------6-------5+ Deep-Sea Squid--10------4----0------4--------3---------2--------4-------2--------6-------4+
School: 5-20 Squids. All squids in the school must be of the same type.
Weapons: Their natural evolutions combined with Atlantan augmentation. more details are in the special rules.
Options: None
SPECIAL RULES:
Squid Controllers: Combat Squids must be assigned a character or independent character who is carrying a Squid Controller before the battle begins. Only one squid school may be assigned to each character/independent character, and no more than one character/independent character may be assigned to each squid school. The squid school operates separately from the model with its controller, but may use the character’s Leadership for any and all Morale checks or Leadership tests it is forced to make. If the model carrying a squid controller dies, the corresponding squid school must immediately take a Morale check at their base Leadership or fall back. They will use their base Leadership for the rest of the game. If they are in close combat when they fail the check, enemies who were in combat with them may only consolidate.
Ink Squids: Ink squids can jet powerful bursts of black ink at their enemies, both to blind them before an attack and to hide the squid. This grants the squid a 5+ cover save against all shooting attacks. They may also squirt ink at their enemies, which counts as a weapon with the following profile:
Range: 18”-----Strength: 4-----AP: N/A-------Assault 2 An enemy unit that is hit by an Ink Squid’s attack must use the Night Fight rules for shooting next turn.
Spiny Squids: Spiny squids are covered in sharp spikes and horns, which counts as a pair of close combat weapons (bonus already included in above profile). Additionally, any enemy unit that inflicts an unsaved wound on a Spiny Squid in close combat takes one additional Strength 3 hit per wound inflicted with normal saves allowed.
Deep-Sea Squids: Deep-sea squids can swing the club-like protrusions at the ends of their tentacles with bone and armor-shattering force. Any 6’s to hit rolled by a Deep-Sea Squid in close combat automatically wound with no save allowed. Invulnerable saves may be taken as normal.
Swimming: All squids can swim. See the Atlantan armory for details.
------------------------------------------------------------------------------------------------------------ Poseidon Transport ---------Points/Model--Armor: Front--Sides---Rear---BS Poseidon--------65-----------------11-----11-------10-----3
Type: Tank
Crew: Atlantans.
Weapons: Reflector cannon.
Options: The Poseidon may take any of the vehicle upgrades listed in the Atlantan armory.
Transport: The Poseidon may carry up to fifteen Atlantans.
Amphibious: The Poseidon treats all water features as clear terrain.
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Post by TheGlyphstone on Apr 6, 2004 6:12:14 GMT -5
Stalker School (Atlantan: Vhil-Nae) Stalkers spend as much time above water as they do below it. They call the Rocky Ocean home, its seafloor covered in boulders and rubble where they learn to hide from the many marauding creatures. They serve as the scouts of the army, ranging ahead to pick out targets before silencing them with their deadly Lifeseeker sniper rifles.
----------Points/Model--WS----BS-----S-------T-------W------I-------A------Ld------Sv Stalker----------11--------2------3-------3-------2[3]-----1-------3-------1-------8-------3+ Stalker Guide-+5---------2------3-------3-------2[3]-----1-------3-------2-------9-------3+
School: 5-10 Stalkers.
Weapons: Disruptor rifles.
Options: Any number of Stalkers in the squad may replace their Disruptor rifles with lifeseeker rifles for +8 points apiece. Up to 4 Stalkers may replace their Disruptor rifle with a harpoon gun at +11 points.
Character: One Stalker may be upgraded to a Stalker Guide at +5 points. The Guide is armed with a Disruptor rifle and may select equipment from the Atlantan armory. They may replace their Disruptor rifle with a lifeseeker rifle at +8 points.
SPECIAL RULES:
Infiltrators: Stalkers can use their knowledge of cover to work their way into a concealed position on the battlefield. They may set up using the Infiltrators special rule if the scenario being played allows it. If not, they must set up normally with the rest of the army.
Fleet of Fin: Stalkers are the scouts of the Atlantan army, and spend as much of their time above water as below it. This allows them to run D6” in the Shooting phase instead of shooting. This may not be combined with their Swimming ability.
Duck For Cover: Stalkers are very skilled at taking shelter in whatever protection they can find. They gain +1 to all Cover saves.
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Apollo Mine Layer Platform ---------Points/Model-Armor: Front--Side----Rear---BS Apollo---------75----------------12------12------14------3
Type: Tank, Fast.
Crew: Atlantans.
Weapons: Mine layer, hull-mounted reflector cannon.
Options: The Apollo may select any of the vehicle upgrades in the Atlantan armory. It may upgrade its mine layer to a heavy mine layer at +15 points.
Amphibious: The Apollo treats water as clear terrain.
SPECIAL RULES:
“Get away from the mines!”: At the beginning of each Amphiblian movement phase, an Apollo must move at least 6” directly forward in the direction it is facing (to prevent damage from any prematurely exploding mines). Once the compulsory movement is complete, the Apollo may finish its movement as normal.
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Post by TheGlyphstone on Apr 6, 2004 6:12:53 GMT -5
Barracuda School (Atlantan: Pocq-Nae) Barracudas fulfill the role of heavy weapon troopers in an Atlantan force, wielding huge gattling cannons and complex energy weapons. They are found in the Stormy Ocean, where the constant hurricanes and whirlpools make either incredible strength or heavy weights necessary to avoid being swept away. This makes them adept at absorbing the recoil of their chosen armaments.
----------Points/Model---WS---BS-----S--------T-------W-------I--------A-------Ld------Sv Barracuda-----12----------2-----3/4-----3--------2[3]-----1-------3--------1--------8-------3+ Barracuda Guide- +10----2-----3/4-----3--------2[3]-----1-------3--------2--------9-------3+
School: 5-10 Barracudas.
Weapons: Disruptor rifles.
Options: Up to half the Barracudas in the squad may replace their Disruptor rifles with a heavy weapon chosen from the following list: warp cannon at +30 points, neutron blaster at +15 points, torpedo launcher at +20 points, plasma cannon at +20 points, teslacannon at +20 points, gattling cannon at +25 points. The squad may include up to one mirror-gun platform at a cost of +35 points. Two Barracudas must be nominated as gunners for the platform, and will replace their Disruptor rifles with either a Disruptor pistol or close combat weapon (they need at least one hand to move, aim, and fire the gun).
Character: One Barracuda in the school may be upgraded to a Barracuda Guide at a cost of +5 points. The Guide is armed with a Disruptor rifle and may select equipment from the Atlantan armory.
SPECIAL RULES:
Steady Aim: Barracudas are recruited from the Stormy Ocean on the Atlantan homeworld, where furious storms and maelstroms rage constantly, and only the strongest can avoid being swept away without wearing heavy metal weights. This strength directly transfers onto land with the Barracudas’ skill at absorbing the recoil of their weapons. All Barracudas have +1 to their BS (shown in profile above). They may move and fire their heavy weapons if they wish. If this is done, they lose the +1 BS and must move as if they were in difficult terrain. If actually in difficult terrain, they halve the result.
Swimming: All Atlantans can swim. See the Atlantan armory for details.
Zeus Heavy Submersible Battle Tank --------Points/Model--Armor: Front--Side----Rear---BS Zeus------------175---------------13-----13-------13----- 3
Type: Tank
Crew: Atlantans.
Weapons: A Zeus is armed with a hull-mounted twin-linked reflector cannon and two turret-mounted weapons chosen from the following list: warp cannon at +35 points, twin-linked teslacannon at +20 points, neutron blaster at +25 points, twin-linked plasma cannon at +30 points, twin-linked gattling cannon at +30 points. The Zeus may fill both of its turret slots with a plasma bomb launcher at +45 points.
Options: The Zeus may take any of the vehicle upgrades listed in the Atlantan armory.
SPECIAL RULES:
Amphibious: The Zeus treats water as clear terrain.
Dreadfish (Atlantan: Boll-entin) Dreadfish are the mightiest predators in the Atlantan oceans. It is a symbiotic relationship between two organisms: the huge Dreadfish itself and a giant slug on its back that gives off mind-numbing shrieks. Together, they rampage through the waters on a never-ending feeding frenzy, requiring dozens of Atlantans in a combined effort to bring down.
----------Points/Model--WS---BS-----S-------T-------W-------I--------A------Ld-----Sv Dreadfish------85---------5-----3-------7-------6--------4-------4--------3-------7-------2+
School: One Dreadfish.
Weapons: Its powerful teeth and claws (and the Screamer Slug’s ultrasonic bursts).
Options: None
SPECIAL RULES:
Screamer Slug: A Dreadfish is actually two creatures in one, the giant turtle-like Dreadfish and the soft, ugly Screamer Slug that is glued to its back. The two beasts work together to hunt prey, benefiting from each other’s weaknesses. The Dreadfish is a mighty predator, but suffers from an ungainly heavy shell that slows it down and gives its dinner time to escape. The Screamer slug has the ability to emit powerful waves of ultrasonic energy that stun and confuse its prey, but it moves far too slow and the prey has usually recovered and escaped by the time the slug approaches within attack range. When working as a team, the pair of creatures can function much more efficiently. The Screamer Slug stuns the prey with a blast of ultrasonic waves, then the Dreadfish moves in for the kill, with the slug devouring the leftovers. In battle, the Atlantans domesticate and train the otherwise dangerous monsters and unleash them on their enemies. The Screamer Slug’s sonic attack is treated as a weapon with the following profile:
Range: 24”------Strength: N/A-----AP: N/A------Assault 1 A unit hit by this attack suffers no casualties. Instead, they are automatically pinned. Units that are Fearless are not auto-pinned, but must instead take a Pinning check or suffer Pinning even if they normally pass such checks instantly.
Monstrous Creature: The Dreadfish is a massive hunter of the deep, and counts as a Monstrous Creature in close combat, so it ignores armor saves and rolls 2D6 for armor penetration.
Fearless: The Dreadfish preys on anything in the ocean, and has no natural enemies to fear. As such, it automatically passes any Morale Checks against falling back, even when such tests are normally failed automatically.
Swimming: The Dreadfish can swim. See the Atlantan special rules for details.
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Post by TheGlyphstone on Apr 6, 2004 6:13:43 GMT -5
Atlantan Armory
One-Handed Weapons disruptor pistol-----------1pt close combat weapon---1pt antimatter club---------15pts
Two-Handed Weapons disruptor rifle ----------2pts shock rifle--------------8pts warp rifle---------------10pts plasma rifle-------------14pts shark-spear-------------5pts battle trident------------7pts
Equipment wave field---------------20pts shadowscale cloak-----10pts squid controller--------10pts crystal magnifier-------10pts lodestone----------------10pts Banner of Unity (max one per army)--------35pts Flag of Bloodfury)max two per army)------30pts
Psychic Powers: (Controlled Powers) Haze-----------------------10pts Undertow-----------------15pts Backfire-------------------20pts
(Primal Powers) Tidal Wave---------------25pts Whirlpool-----------------35pts Tempest-------------------20pts Piranha’s Fury-----------25pts
Vehicle Upgrades: Razor Plates------------10pts Figurehead---------------5pts Stabilizers---------------15pts Hoverfans --------------10pts Steam Vents------------15pts Submersible Drive-----20pts Reinforced Hull--------30pts
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Post by TheGlyphstone on Apr 6, 2004 6:45:27 GMT -5
Antimatter club: An antimatter club is a simple weapon made from a bone or piece of metal with a force-field generator embedded in it that creates the same effect as a power weapon. An antimatter club can be wielded in one of the following ways: -Field turned on: Functions as a normal power weapon -Field turned off: Does not ignore armor saves, but any model wounded by the club may not attack until the end of the next Assault phase.
Shock rifle: Treated as a normal disruptor rifle that can fire once per battle as a teslacannon.
Warp rifle: Treated as a normal disruptor rifle that can fire once per battle as a warp cannon.
Plasma rifle: Treated as a normal disruptor rifle that can fire once per battle as an Atlantan plasma cannon.
Shark-spear: A long bladed spear that Atlantans use for hunting and for defense. The spear allows the model wielding it to make their full attacks if they are at least within 2” of an enemy model, but not necessarily in base contact. The spear requires two hands to use, so may not be wielded in combination with another weapon.
Battle trident: A battle trident is a large, three-pronged tool that serves as both a symbol of office and a deadly weapon. It requires two hands to use and so may not be combined with another weapon, but grants the user +2 Attacks in close combat. The battle trident is a power weapon.
Wave-field: A wave-field projects shimmering waves of energy that repel and absorb incoming force. The field grants its user a 4+ Invulnerable save that may be used if its ordinary save is negated.
Shadowscale cloak: Shadowscale cloaks are sown from the chameleon-like scales of the rainbowtooth fish. They grant their user +1 to any cover save they receive, and will get a 6+ cover save in the open. This does not count as cover for close combat purposes, nor does it allow them a cover save if they do not normally receive one (flamers, etc.).
Squid controller: A squid controller allows the user to command a school of Combat Squids. See the Combat Squids entry in the Atlantan army list for details.
Crystal Magnifier: A finely carved crystal that acts as a targeting device for whatever weapon the character is using. It allows the user to roll 3D6x3 for sight distance during missions where the Night Fight special rules are in effect. Also, it lets them re-roll one missed shot during the shooting phase. Note that the second result stands, even if it is also a miss.
Lodestone: Lodestones are carved from rocky cliffs at the bottom of deep trenches on the Atlantan homeworld. They have a very strange electromagnetic signature that disrupts nearby force fields and energy fields. A model equipped with a Lodestone ignores Invulnerable saves in close combat.
Banner of Unity: The Banner of Unity is a powerful symbol of leadership and bravery for any Atlantan who views it. All Atlantan units with a model within 6” of the Banner becomes Fearless. As long as the model bearing the Banner remains alive on the field, any Atlantan unit forced to fall back while within line of sight of the banner will not fall back towards the table edge or wherever the scenario rules direct. Instead, they will fall back towards the Banner. If they approach within 6”, they will immediately regroup and become Fearless. When the model bearing the banner dies, all Atlantan units within line of sight must immediately take a Morale check or fall back.
Flag of Bloodfury: The Flag of Bloodfury is a dangerous artifact, created only in times of greatest need. When an Atlantan warrior suffers a mortal wound in battle but wishes to keep fighting, their blood is soaked into a flag and their spirit bonded within. Other members of the Atlantan army carry these powerful banners into battle, with the trapped spirit waiting to be released. When the bearer of the Flag falls, the spirit inside rushes out in a fiery burst of hatred and pain to avenge its fallen comrade. If a model bearing a Flag of Bloodfury dies in close combat, inflict 2D6 Strength 6 AP4 hits on the enemy unit or model that caused the death. Add any casualties resulting from the attack to the combat results.
Warp Cannon: Warp cannons fire a controlled blast of destabilizing energy that flings whatever it contacts on a split-second journey through the local currents of the Warp. To fire a warp cannon, roll to hit as normal. If it hits, place the template as per the rule for blast weapons. Each model under the template is moved D6” in a random direction before rolling to wound. This may break unit coherency.
Neutron Blaster: A neutron blaster fires a stream of antiparticles that cool anything they strike to the point where the object reaches a temperature of absolute zero. This causes the molecules that make up the object to disperse into nothingness, with imaginably catastrophic results on the unfortunate person! Roll a D6 for any model that takes a wound from a neutron blaster. On a roll of 4+, they are killed outright regardless of how many wounds they have remaining.
Atlantan Plasma Cannon: The variant form of the Plasma cannon used by the Atlantans is modified to be much more energy-efficient, for use underwater. As such, it is much weaker than its Imperial counterpart but can be fired on the move. Plasma cannons will still overheat if a 1 is rolled to hit (not when mounted on vehicles).
Gattling Cannon: A gattling cannon is similar to a Space Marine assault cannon, but is greatly improved because of superior cooling systems, allowing it to fire far more shots. Each turn it fires at the same target after the first turn it fires, a gattling cannon fires the number of shots it fired last turn plus an additional D3 shots. If the gattling cannon changes targets or is prevented from firing for one turn for any reason, the cycle is broken and the cannon must start over at its basic D3 shots.
Teslacannon: Teslacannons fire a powerful jolt of electricity that can jump from one target to another. If a model carrying a teslacannon scores a hit on an enemy model, you may immediately roll to hit another model in the same squad. You may keep rolling to hit additional models until you miss or every model in the squad has been struck once. Roll to wound once all possible hits have been resolved. If firing at a vehicle, a 6 to damage will add another D6 to the total. Another 6 has no additional effect beyond the extra damage. This represents the waves of electrical energy surging through the vehicle and overloading systems.
Plasma Bomb Launchers: Plasma Bomb Launchers fire huge blobs of superheated plasma energy that is contained within a force sphere. The sphere ruptures on impact, spraying the deadly plasma in all directions. The plasma bomb launcher rolls 2D6 for armor penetration like a melta weapon, and rolls on the Ordnance Penetrating Hit chart if it penetrates.
Mine Layers: The Apollo tank can spread hundreds of deadly mines in its wake as it speeds around the battlefield. To fire a mine layer, place a blast template touching the rear of the minelayer tank. A heavy mine layer drops minefields the size of ordnance templates. Once placed, a minefield lasts until the end of the game, unless it is defused (see below). Minefields are identical to the minefields listed in the Warhammer 40K rulebook in all respects, except the size/shape.
Defusing Minefields: An enemy unit may attempt to defuse an Atlantan minefield in their assault phase, unlike normal minefields. This requires them to make an assault move into the minefield so at least one model is within the minefield (if the squad is already in the field, no movement is necessary). This may result in a model triggering a mine as per the normal rules. To defuse a minefield, the squad rolls a D6 on the following table:
(1) Badda-Boom!!! - Oops! One of the squad members tripped, or discharged their weapon, or something, and set off a chain reaction. Every model in the minefield must take an armor save or suffer a wound. Remove the minefield from play. Any survivors may consolidate as if they had won a close combat.
(2-5) Hey, there’s one! - The squad is busily hunting mines, and does not accomplish anything this turn.
(6) It’s all clear! – The minefield is successfully disarmed. Remove the field from play, the squad may consolidate as if they had won a close combat.
Models attempting to disarm a minefield count as being in cover for purposes of being assaulted (enemies will be apprehensive about charging into their own minefields). A squad equipped with an auspex/scanner (or its equivalent) gains +2 to the roll, but a roll of 1 will always explode the minefield.
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Post by TheGlyphstone on Apr 6, 2004 16:16:19 GMT -5
Lifeseeker Rifle: The Stalker scouts of the Amphiblian army use special sniper rifles that fire ammunition blessed by their Wave-Seers. Like ordinary sniper rifles, they always hit on a 2+ and wound on a 4+. For each 1 above a 2+ on the to-hit roll, subtract 1 from the Ap. (example: 3 to hit = ap5, 4 to hit = ap4, 5 to hit = Ap3, 6 to hit = Ap2).
Harpoon Gun: A harpoon gun fires a pointed spear attached to a long cable, which embeds itself in the armor/flesh or a target and can then be reeled in. A model hit by a harpoon gun and not killed (even if it fails to wound) is dragged D6” directly towards the firer. This can break unit coherency.
Mirror Guns: Mirror guns are the most prized equipment in the Amphiblian arsenal, as they are a physical representation of the need to work together in battle. A mirror gun firing alone uses its basic profile. They can also be used in a chain function. If a mirror gun hits its target, the player may opt to fire another mirror gun that is within 12” of the first mirror gun and has LOS to it. If a successful “to hit” roll is made, add +1 strength (Maximum 10) and 1 additional armor penetration die (if attacking a vehicle). Additional mirror guns may join the chain as long as each one is within LOS and 12” of the previous gun and each makes a successful “to hit” roll. (So if three guns fire in a chain, it will result in a S8 Ap3 hit with 3D6 armor penetration.) Each mirror gun may only fire once per turn, whether it shoots at an enemy unit or in support of a nearby gun. A gun that is boosted by a chain of other guns may only fire a maximum of one shot. Each gun fires with the BS of either gunner. If both gunners are killed, remove the platform.
Psychic Powers Atlantan Psychic powers come in two forms: Controlled powers, a disciplined flow of psionic energy, and Primal powers, a surge of raw psychic power drawn from the collective psychic consciousness of the Atlantan people. When using a controlled power, take a Psychic test with normal rules applying. For a Primal power, take a normal Psychic test, except that ANY failed Psychic test results in a Perils of the Warp attack, not just a 2 or 12. A 2 will still cause an attack.
Controlled Powers
(Haze) Range: 12”---Target: Friendly unit/Enemy unit------Phase: Own Shooting A friendly unit affected by this power gains a 5+ cover save to use if their normal save is negated. They count as being in cover if assaulted. An enemy unit targeted by the power must use the Night Fight rules for shooting during their turn. This power lasts until your next turn.
(Undertow) Range: 24”---Target: Enemy unit------Phase: Own Shooting Counts as a weapon with the following profile: Range: 36”-----Strength: - ----Ap: - ----Assault 1 Blast A unit targeted with this power must either take an immediate Pinning check or be moved 2D6 inches in a direction chosen by the Atlantan player. This is decided by the owner of the unit affected, but a Fearless unit may not choose the Pinning test option.
(Backfire) Range: 36” ---Target: Enemy unit----Phase: Enemy Shooting Any 1’s rolled to hit by an enemy unit affected by this power during the shooting phase count as having hit their own units. Resolve the hits among the members of the squad. This does not affect plasma weapons or sniper rifles. Any templates are placed by the player who was fired at, with the normal restrictions applying. This does not affect upgrades like master-crafting or skills like Sharpshooter (so a Cadian Infantry Squad with the Sharpshooter ability or a Space Marine Vet. Sergeant with a master-crafted bolter has a chance to avoid the self-inflicted wound. Remember that a die can only be re-rolled once, no matter what.)
Primal Powers
(Tidal Wave) Range: 24”---Target: None----Phase: Own Shooting Draw a line extending 24” from the Wave-Seer in any direction. Any model within 1” of either side of the line or under the line (friendly or enemy) takes a single Strength 7, Ap4 hit automatically, any model partially within this distance takes a hit on a 4+. If a Perils of the Warp attack is suffered while attempting this power, do not roll as normal. Instead, roll the scatter die and launch the wave in that direction following the rules above, re-rolling a result of HIT. This power can affect models in close combat, but casualties inflicted by the power will not count towards the combat results.
(Whirlpool) Range: 48”---Target: None----Phase: Own movement Place the Ordnance template anywhere on the table within 48” of the psyker and scatter D6”. Every unit on the table (friendly or enemy) must pass a Leadership check or be dragged 2D6” directly towards the template, just as if they had made a fall back move. They automatically regroup at the end of the move. Any model that moves into base contact with the whirlpool takes a wound with no save whatsoever allowed. Vehicles are moved on a 4+, and take a single glancing hit on contact. The template remains on the table until the beginning of the next Atlantan turn, at which time the player must roll a 5+ to keep it in play. As long as the whirlpool remains on the table, each player must pass a Leadership check for every unit under their control at the beginning of their turn or have the unit moved as per the rules above .Units that fail their Leadership test may still move normally in their own movement phase (they struggle free of the whirlpool’s grip temporarily) but may not fire heavy weapons. Units that pass the test are unaffected. Only one whirlpool may exist on the table at once. This does not affect units that are Fearless, units that are pinned, or units that are already falling back in another direction.
(Piranha’s Fury) Range: 12”---Target: Friendly unit----Phase: Either assault A friendly unit affected by this power gains D3 attacks per model in the coming assault phase. Any modifiers (for special equipment, not in base contact, etc.) still apply. Unfortunately, this berserk fury can cause those affected to injure themselves in their rage. While a unit is under the effects of Piranha’s Fury, any model that rolls a 1 to-hit takes a Strength 1 hit at the end of the Assault phase.
Vehicle Upgrades
Razor Plates: A vehicle with razor plates has its armor lined with sharp pieces of bone, coral, metal, etc. Any enemy unit that rolls a 1 to hit while attacking the vehicle in assault takes a single Strength 3 hit. A “Weapon destroyed” result may choose to eliminate the plates. A Black Widow may not be given this upgrade.
Figurehead: The skull of some gigantic sea creature has been mounted on the front of the vehicle, making a very scary sight indeed to have bearing down on the foe. The vehicle causes -1 to enemy Leadership for any Tank Shock tests. If a Black Widow is given this upgrade, enemy leadership tests during close combat are at -1.
Stabilizers: The vehicle has been outfitted with a myriad assortment of gyroscopes and balancing devices, allowing the crew to fire their weapons with greater accuracy. All weapons mounted on the vehicle have +1 BS.
Hoverfans: The vehicle has its antigrav propellers replaced with a large cushion much like those of today’s hovercraft. Vehicles with hoverfans become Fast, but because the cushion is prone to tearing, will become Immobilized on a roll of 1 or 2 when moving through difficult terrain.
Steam Vents: Atlantan vehicles have a very complex coolant system to prevent them from overheating in hostile above-water environments. When necessary, the superheated steam can be sprayed out of spouts along the side of the vehicle. A vehicle equipped with steam vents can fire them in the Shooting phase as long as it can fire at least one other weapon. Any enemy model within 3” of the vehicle takes a Strength 3, AP 6 hit.
Submersible Drive: A vehicle with a submersible drive can travel underwater and on land, able to transfer between the two with no difficulty. A vehicle given this upgrade can benefit from the “Emerge From the Deep” special rule.
Reinforced Hull – Some Atlantan vessels are built with multiple hulls, so they can continue operating if one is breached. Once per game, a vehicle with a Reinforced Hull can choose to downgrade a Penetrating Hit to a Glancing Hit OR ignore a Glancing Hit. The choice must be made before damage is rolled.
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Post by TheGlyphstone on Apr 6, 2004 16:16:47 GMT -5
Weapon Summary
disruptor pistol: ------R12”-----S4-----Ap5-------Pistol disruptor rifle:---------R24”----S4 -----Ap5--Rapid Fire reflector cannon:--R36”----S6 -----Ap4-------Heavy 3 warp cannon:------R36”----S6-----Ap5-------Heavy 1 Blast* neutron blaster:----R36”---S6------Ap3-------Heavy 2* plasma cannon:----R36”---S6------Ap3-------Assault 1 Blast* teslacannon:--------R48”---S5------Ap5-------Heavy 1* plasma bomb launcher:-R60”--S7--Ap2------Ordnance 1 Blast* mine launcher: ----R#------S#------Ap#-------Heavy 1 * lifeseeker rifle:-----R48”---SX-----Ap6-------Heavy 1* gattling cannon:----R36”---S6-----Ap5-------Heavy D3 + X* harpoon gun:-------R48”---S6------Ap4-------Heavy 1* mirror-gun:--------R24”----S4------Ap6-------Heavy 2, move and fire* * = additional special rules. See above.
Unit Summary Model ---------WS----BS------S-------T-------W-------I-------A-------Ld-------Sv Oceanmaster----5------4--------4-------3[4]-----3-------5-------3--------10-------3+ Seamaster-------4------4--------4-------3[4]-----2-------5-------2--------10-------3+ Wave-Seer------4------4--------3-------3[4]-----2-------4-------1--------10-------3+ Octopus Guide--4-----2--------3-------2[3]-----1-------4-------2---------9--------3+ Octopus----------4-----2--------3--------2[3]-----1-------4-------1---------8--------3+ Striker Guide----2-----3--------3--------2[3]-----1-------3-------2---------9--------3+ Striker------------2-----3--------3--------2[3]-----1-------3-------1---------8--------3+ Piranha Guide---4-----2--------3--------2[3]-----1-------4-------2---------9--------3+ Piranha-----------4-----2--------3--------2[3]-----1-------4-------1---------8--------3+ Ink Squid---------3----3--------3----------3------1-------3-------1---------6--------5+*1 Spiny Squid------3----0--------3----------3------1-------3-------2---------6--------5+ Deepsea Squid----4----0--------4---------3------2-------4-------2---------6--------4+ Stalker Guide-----2----3--------3-------2[3]-----1-------3-------2---------9--------3+ Stalker-------------2----3--------3-------2[3]-----1-------3-------1---------8--------3+ Barracuda Guide-2---3/4-------3-------2[3]-----1-------3-------2---------9--------3+ Barracuda---------2---3/4-------3-------2[3]-----1-------3-------1---------8--------3+ Dreadfish---------5-----3--------7----------6-----3-------4-------3---------7--------2+ *1 = Additional special rules. See army list entry. *2 = Save is invulnerable.
Vehicle Armor:--Front-----Side-----Rear-----BS Poseidon-------------------11--------11--------11-------3 Zeus------------------------13--------13--------13-------3 Apollo---------------------12---------12--------14-------3
Vehicle---------WS----BS------S-------Armor: Front---Side---Rear---I--------A Black Widow---4-------3-----5(10) ---------------12-----12------11----4--------3
WHEW!
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